Robert,
By the way, the fact that it doesn't work like MFC is definitly not a
criticisim. MFC had its share of problems. As I said, I prefer the approach
taken by OSG. My only point for fellow newbies is to not give up and not
expect to be up an running quickly because you know OpenGL. As the author,
you clearly see the relationship with OpenGL. For a newbie, this
relationship is not immediatly obvious.
Here's my proposal for putting together tutorials without breaking the bank:
YouTube
Screen Casts. I recently learned a few PHP programming tricks from this
serie:
http://www.youtube.com/watch?v=Z5egpgAVxQI&mode=related&search=
On the Mac, there are a few free solutions for doing this. There's no need
for a camera, since you are just capturing the screen. Then, you can post it
on YouTube, which saves you the bandwidth
distribution cost. Just an idea.
- Nick -
From: "Robert Osfield" <[EMAIL PROTECTED]>
Reply-To: [email protected]
To: [email protected]
Subject: Re: [osg-users] Tutorials
Date: Wed, 22 Aug 2007 09:38:07 +0100
Hi Nick,
On 8/22/07, Nick Prudent <[EMAIL PROTECTED]> wrote:
> I too have been programming OpenGL for while (10 years) and I find
learning
> OSG to be quite humbling: very few of my OpenGL skills are immediatly
> transferable. OSG is very much like what the MFC ins to Win32, however,
with
> MFC, there's always a way to use Win32 calls directly anywhere in the
code.
> OSG does not allow this, which is more elegant, but makes it harder to
> "transition" from direct OpenGL.
I am curious about your experience. The OSG deliberately has quite a
thin OO layer on top of OpenGL, the granularity of state is follows
pretty closely to that of OpenGL, the naming convention of OpenGL has
almost entirely been honoured so glTexGen is osg::TexGen etc. OpenGL
modes are just a pass through and can be set directly on a StateSet.
One of my intentions with this thin mapping was the ability to reuse
OpenGL knowledge and documentation.
The big difference between using the OSG and OpenGL really comes from
the OSG being OO and having a retained model rather than immediate
model like OpenGL, but its a scene graph so its rather comes with the
territory. I would have thought of all the scene graphs in existence
the OSG is probably the most OpenGL centric in its naming/granularity.
So its it just the OO or scene graph aspect that is the stumbling
point?
Robert.
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